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stevehickey

6
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A member registered Oct 09, 2019

Recent community posts

Oh this is great stuff. When you play online, how do you handle these two situations:

1. Selecting a player to act for the Lindworm for the session

2. Drawing and distributing a card when the players invite the Lindworm to act.

Brilliant. It looks really good. I'm looking forward to it!

This looks great, Jay. How easy have you found playing this online?

Hope the holidays are going well! I'm looking at prepping a game of Lighthearted soon, and I was thinking that a 1-page handout for the Director would be really useful. Just putting all of the rules for conflicts, adding and clearing stress, etc together.

I also noticed a couple of things in the Conflict rules that you might want to clarify:

Who's In Control (p.18): This could go before the 'Establishing Conflict' section on page 15. It's something that you determine at the start of the scene.

Resistance rolls (p.17): You might want to specify that you spend 3 Heart to resist, here. Not including that number meant I was confused when read 'Resisting Consequences' on page 19. You could also change the name, here, to 'Resisting consequences rolls happen ...' or 'You roll to resist consequences' (or change the 'Resisting Consequences' reference on page 19 to  'Resistance rolls'). Just to keep the terminology consistent.

Just very quickly wanted to let you know that I'm thinking about how to convert all the great prompts and bonds from character creation into running the game.

I'm going to pull a few ideas from how I run one-shots of Monsterhearts and from Paul Beakley's great best-practice post on creating a relationship map (https://www.indiegamereadingclub.com/indie-game-reading-club/pauls-r-map-method/).

I'll probably look for things in the bonds that could either be:

  • scenes we actually play out, rather than refer to as having happened in the past
  • inciting incidents that could give the session an unanswered question or upcoming tension that needs to be addressed (like, running over someone/something last summer and trying to forget about it).

I'm also starting to think it would be really useful to have some prompts, suggestions or Kevin Crawford style random tables that offer abstracted versions of:

  • situations in 80s cartoons and movies ("You're all in detention", "You've found a treasure map," "Your parents' house is about to be repossessed"), and 
  • situations that might come up involving magic.

I'm probably going to start with a combination of scenes from the bonds and asking the players "What unfair thing is going to happen to you in the next two hours that means you wind up in detention this afternoon?" ... And then I think I might play a little bit of The Breakfast Club followed by a LOT of One Of Us Is Lying (a TBC-inspired murder mystery).

What sort of stuff do you do to kick off a first session? Any tips or best practices?

(2 edits)

Kurt and Katie, this looks great. I had four thoughts about the rules for emotions and rolling dice, though.

Persistent emotions: What are your thoughts about making each PC's emotional journey more consistent? I'm thinking that rather than having them choose their emotion at the start of the scene, it might be good to retain whatever emotion they finished the last scene with.

Centering the size of the emotion die around your emotional state: Am I reading it right that the Green emotion is always a d8? Or is it that your current emotion is a d8, the ones on either side are d6s, and everything else uses d4s? I think that second option might create some more effective variations in the dice that players roll for conflicts


Failure: What if, on a failure, you could choose to succeed but flip to one of the two extremes (Hot or Cold) on the Emotion Spectrum (maybe on a Snake Eyes result you fail and have to flip?)


Exploding dice: I see these as kind of like a triumphant montage sequence or a series of close-ups of a PC achieving something incredible. I'd want each time a die explodes to be more more significant. Have you considered something like "Each time a die explodes, choose either your PC or another PC who is with you. They can either shift their current emotion one space left or right on the spectrum, or clear a condition, or clear a stress mark."

(Cross-posted to the Indie Games Reading Club slack.)